2021-05-18 16:40:30 +08:00
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# adxe-console
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2020-07-20 18:46:15 +08:00
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2021-05-18 16:40:30 +08:00
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## Vision of adxe-console
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2020-07-20 18:46:15 +08:00
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2021-05-18 16:40:30 +08:00
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A command line tool that lets you create, run, publish, debug, etc… your game. It is the swiss-army knife for adxe.
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2020-07-20 18:46:15 +08:00
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This command line tool is in its early stages.
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Examples:
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```
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# starts a new project called "My Game" for multi-platform
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2021-05-18 16:40:30 +08:00
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$ adxe new MyGame -l cpp -p org.adxe.mygame
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2020-07-20 18:46:15 +08:00
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$ cd MyGame
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# Will deploy the project to device and run it
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2021-05-18 16:40:30 +08:00
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$ adxe run -p android
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2020-07-20 18:46:15 +08:00
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```
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# Devel Info
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## Internals
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2021-05-18 16:40:30 +08:00
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`adxe.py` is an script whose only responsability is to call its plugins.
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`adxe.bat` will invoke `adxe.py` on windows
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`adxe` will invoke `adxe.py` on Mac OS X and linux
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2020-07-20 18:46:15 +08:00
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To get a list of all the registered plugins:
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```
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$ adxe
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```
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To run the "new" plugin:
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```
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2021-05-18 16:40:30 +08:00
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$ adxe new
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2020-07-20 18:46:15 +08:00
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```
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## Adding a new plugin to the console
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2021-05-18 16:40:30 +08:00
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You have to edit `bin/adxe.ini`, and add the class name of your new plugin there. Let's say that you want to add a plugin that deploys the project:
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2020-07-20 18:46:15 +08:00
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```
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# should be a subclass of CCPlugin
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project_deploy.CCPluginDeploy
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```
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And now you have to create a file called `project_deploy.py` in the `plugins` folder.
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A new, empty plugin, would look like the code shown below:
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```
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import cocos
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# Plugins should be a sublass of CCPlugin
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class CCPluginDeploy(cocos.CCPlugin):
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# in default category
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@staticmethod
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def plugin_category():
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return ""
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@staticmethod
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def plugin_name():
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return "deploy"
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@staticmethod
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def brief_description():
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return "Deploy the project to target."
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def run(self, argv, dependencies):
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print "plugin called!"
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print argv
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```
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Plugins are divided by category, depending on it's function: project, engine, ...
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The plugins of `project` is in default category, it's an empty stirng `""`.
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# Generate Executable
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Now you can use the `toexec/build_console.py` for generating a executable file of `cocos` command.
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## Environment Requirement
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* [Python 2.7](https://www.python.org) (2.7.5 is well tested)
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* [PyInstaller](https://pypi.python.org/pypi/PyInstaller) (PyInstaller 2.1 is well tested)
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* Necessary PATH environment for python & pyinstaller.
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__Attention:To keep compatible with both Windows-32bit & Windows-64bit, please install 32bit python on Windows.__
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## Steps
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Run `python build_console.py` in command line. Then the executable file & necessary files will be generated in `toexec/output/PLATFORM`.
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The usage of `build_console.py`:
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```
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usage: build_console.py [-h] [-s SRC_PATH] [-d DST_PATH]
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Generate executable file for adxe-console by PyInstaller.
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optional arguments:
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-h, --help show this help message and exit
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-s SRC_PATH, --src-path SRC_PATH
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Specify the path of adxe-console.
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-d DST_PATH, --dst-path DST_PATH
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Specify the path of output.
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```
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## Using the Executable
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2021-05-18 16:40:30 +08:00
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The generated executable files can replace the source code of adxe-console.
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2020-07-20 18:46:15 +08:00
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2021-05-18 16:40:30 +08:00
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To fit the limitation of the adxe-console implementation. The generated executable files should located at `ENGINE_PATH/tools/console/bin`.
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2020-07-20 18:46:15 +08:00
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Then you can use the executable file as same as the source code.
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# Commands Required
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Please see this [issue](https://github.com/cocos2d/cocos2d-console/issues/27)
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